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2015 AIIDE Starcraft AI Competition – Report and Results

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Re: 2015 AIIDE Starcraft AI Competition – Report and Results

#31
If anyone remembers Asimov's 'I, Robot' series, it ended with Machines (was that the exact name?) taking on the centralised planning of the whole globe, quietly removing recalcitrant humans from the supply chain, and apparently benefiting all humanity.

That problem is the AI problem these game designers are trying to tackle.

Just seems interesting...

Re: 2015 AIIDE Starcraft AI Competition – Report and Results

#32
post #26
post #7

Earlier quoted context omitted.

I'd noticed too that the winner claimed to use just a variety of hand-rolled strategies, and wonder why that is. Has anyone had the time to dig into the code? Is this a case of well-writen "naive" code trumping theoretically-better but poorly-implemented algorithms, or are there properties of the game state-space which make e.g. Monte Carlo tree search perform poorly?

Speculation: the winning author is simply good at StarCraft and knew what to implement. His implementation was probably simple but did one thing very well, which beat more complicated/smart AI implementations from worse players. Monte Carlo over the StarCraft state-space would be very hard to implement but I don't see any particular reason why it wouldn't work decently well.

The winner's bot had 16 different build orders it could play https://dl.dropboxusercontent.com/u/23817376/Starcraft/AIIDE...

Re: 2015 AIIDE Starcraft AI Competition – Report and Results

#33
post #11

Would be interesting to get your hands on a large set of replays from a lot of gosu players and run some machine learning offline prior to each map for the current match map. Would be fun to experiment with the data and see if it would be possible to infer game tactics from professional players and "simulate" those against another bot based on the current game state.

> Would be interesting to get your hands on a large set of replays from a lot of gosu players and run some machine learning offline prior to each map for the current match map.

There are probably too many variables in Starcraft for this to be practical. With a game like chess there's a fairly obvious set of state variables to keep track of (max of 32 pieces that each have a position in essentially an 8x8 2D array), with Starcraft it's pretty nuts though, each side can have dozens of buildings, dozens of units of ~15 types, each of which has a position on a much larger grid, health, sometimes energy, status effects, etc. Obviously there are RTS games that are more complicated yet, but the jump from a turn-based board game to an RTS is just huge.

Re: 2015 AIIDE Starcraft AI Competition – Report and Results

#34

Really interesting, I started playing on SC2 so I'm not sure about the dynamics of BW but I wonder how the lack of micro skews the results. For example a fast reaper push hopping on/off the enemy base can't probably be done by a bot. Terrans are also much easier to automate, while Zergs require microing with injections, etc are the demos uploaded anywhere?

You have it backwards: insane micro is easier to do for a bot, not harder, a computer has essentially infinite APM.

Re: 2015 AIIDE Starcraft AI Competition – Report and Results

#35
post #5

That's really cool. Is there a tldr of the AI strategies used ? Are some of the bots using neural network?

This would be a really neat application for making one. With the order of complexity problem from an earlier comment, it'd be neat to see how the AI's behavior changes as the number of states exponentially increases.

Re: 2015 AIIDE Starcraft AI Competition – Report and Results

#37
The obvious solution here is pattern matching. Whether traditional machine learning or NN's, certain situations need dedicated pattern matching looking for them constantly with some probability and algorithm to decide how to act on that. Other areas for improvement, too. Here's some suggestions:

1. Human players use scouts to counter fog of war followed by looking at build patterns to determine likely strategy. Spotting strategy should be easy for pattern matching. They also often micro the scout to (a) disrupt mining or (b) keep it alive for as long as possible. This should be similarly easy.

Note: Units damaged from a prior battle can also be used as scouts and simply not factored into further combat.

2. Simulations should be done using most likely combos of units for each strategy against most likely combos of opponents' units. This should be done for macro and micro. Patterns here will be used in the micro-engine. Bonus against machines: use unlikely combinations that prove effective in simulations.

3. Combat analysis should be a global thing that factors into overall goals. That the human player moved units from one base to another should never surprise an AI. The AI should've shifted some or all defence to that base immediately with use of fast-moving scouts (eg zerglings) to track opponents if they run.

4. Building laying and build order heuristics should be datamined from top players while attached to specific strategies. No one size fits all. Have two for each: one ideal, optimized build order; a heuristic, on-the-fly set if an attack or change throws off the plan.

5. Identify the common strategy changes that happen as a result of what enemy does. Simulate likely situations with units or build orders for those. Identify heuristics for safe transition. Will help for adaptation.

6. Put as many human strategies in there as possible from the A-listers, both specifically and generically.

Those are where I'd start on improving the situation, esp against human players. However, I think an even more interesting line of research is augmenting human players with an AI to efficiently execute their strategy. One that constantly assesses, micro's, follows build orders, etc. Basically never misses a step. More practical for real-world applications.

Re: 2015 AIIDE Starcraft AI Competition – Report and Results

#38
post #15

Really interesting, I started playing on SC2 so I'm not sure about the dynamics of BW but I wonder how the lack of micro skews the results. For example a fast reaper push hopping on/off the enemy base can't probably be done by a bot. Terrans are also much easier to automate, while Zergs require microing with injections, etc are the demos uploaded anywhere?

This couldn't be more wrong. The amount of glitches in BW that allow got micro potential is huge. It's actually one of the biggest complaints from BW players about SC2, the lack of available micro. Check out th video "Depth of Micro" by Lalush for more info on things like muta stacking, patrol micro, carrier leash range, and tons of other hidden micro. You are also wrong about your last statement, the limiting factor…

"Depth of Micro" by Lalush https://www.youtube.com/watch?v=CFO9gKGFPBM

Re: 2015 AIIDE Starcraft AI Competition – Report and Results

#39

Slightly off-topic but I find the BWAPI more interesting than the AI aspects. Does anyone have any further reading regarding this kind of thing?

If you still haven't had a look at my other post, here is the link to the source code repository: https://github.com/bwapi/bwapi We also gladly accept PRs regarding bug-fixes or other improvements. Here is the doxygen generated documentation of the project structure: https://bwapi.github.io/annotated.html In the IRC channel, you could ask about more details BWAPI's author and main contributor - heinermann. He is usually more than happy to shed some light on such questions

Re: 2015 AIIDE Starcraft AI Competition – Report and Results

#40
post #11

Would be interesting to get your hands on a large set of replays from a lot of gosu players and run some machine learning offline prior to each map for the current match map. Would be fun to experiment with the data and see if it would be possible to infer game tactics from professional players and "simulate" those against another bot based on the current game state.

The author of the winning bot (tscmoo) is currently experimenting with training NNs on data acquired by parsing replays of pro-level games. He's been mostly focusing on automatic learning of build orders (BOs) in specific match ups.
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